Khronos Blog Archives

const modelViewerTexture = document.querySelector("model-viewer"); modelViewerTexture.addEventListener("scene-graph-ready", (ev) => { let material = modelViewerTexture.model.materials[0]; document.querySelector('#diffuse').addEventListener('input', (event) => { material.pbrMetallicRoughness.baseColorTexture.texture.source.setURI(; }); document.querySelector("#controls")

Adaptive Scalable Texture Compression (ASTC) is an advanced lossy texture compression format, developed by Arm and AMD and released as royalty-free open standard by the Khronos Group. It supports a wide range of 2D and 3D color formats with a flexible choice of bitrates, enabling content creators to compress almost any texture asset, using a level of compression appropriate to their quality and performance requirements. ASTC is increasingly becom

In this guest blog, Norbert Nopper, Managing Director at UX3D, discusses editing glTF models and introduces a new visual glTF editor, Gestaltor. Norbert discusses how to directly edit glTF models and when that may lead to higher productivity when creating 3D models. Starting with a brief introduction to glTF and common workflows and discussing the possibilities and challenges involved in directly editing glTF asset files. Wrapping up with examples of how direct glTF editing may save you time production pipeline.